player following devices and player-relative turning?

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CamBen
973 Posts
Posted Mar 05, 2012
Ok, as most of you know, Glados and Wheatley will turn themselves even when Wheatley is in Glados's body and I want to know how to do that. Is it just an invisible brush that follows the player that the npc is turned to? I really want to know because I have an animated Glados in my map, and She needs a lot of refining.
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ChickenMobile
2,460 Posts
Posted Mar 07, 2012
Replied 1 day later
Ever heard of decompiling? That is how I learned how to do it.

They used a func_tank which the actor's model was parented to. You will have to add an output though to set what target the tank will look at though (in this case '!player')

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CamBen
973 Posts
Posted Mar 07, 2012
Replied 16 hours later
  1. I have actually never heard of decompiling in a relative subject to mapping. does it open the BSP as a vmf?

  2. thank you! huge help there! but I have Glados fold out of a ceiling panel and come down using some path_tracks and a func_tracktrain. would the parenting be in this order?:

(in the format of:)
(>parent entity)
(>daughter entity)

__
**>func_tracktrain
>func_tank

>func_tank
>Glados_base (prop_dynamic)**

>Glados_base (prop_dynamic)
>Glados_body (prop_dynamic)

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CamBen
973 Posts
Posted Mar 07, 2012
Replied 2 minutes later
darn it i reposted. How do I delete this?
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ChickenMobile
2,460 Posts
Posted Mar 07, 2012
Replied 1 hour later

CamBen wrote:
1. I have actually never heard of decompiling in a relative subject to mapping. does it open the BSP as a vmf?

Thats exactly what decompiling means. Give it a try sometime.

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Spam Nugget
492 Posts
Posted Mar 08, 2012
Replied 5 hours later
BAM!